Release date26 May 2005
About Guild Wars
Guild Wars is released by NCsoft in 26 May 2005. The game is designed by ArenaNet. Guild Wars is a typical representative of the Role-playing (RPG) genre. Playing Guild Wars is a pleasure. It does not matter whether it is the first or a millionth hour in Role-playing (RPG), there will always be room for something new and interesting. Thrilling levels and gameplay Guild Wars will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 26 May 2005 released games such as:
- 🎮 Shin Megami Tensei: Digital Devil Saga 2
- 🎮 Kingdom Hearts II
- 🎮 Makai Kingdom: Chronicles of the Sacred Tome
- 🎮 Yakuza
In addition to Guild Wars, the representatives of Role-playing (RPG) games also belong:
- 🎮 Vandal Hearts II
- 🎮 The World Ends with You
- 🎮 Harvest Moon: A Wonderful Life Special Edition
- 🎮 Shadowrun: Hong Kong
A complete list of games like Guild Wars can be found at AllGame here.
Guild Wars is versatile and does not stand still, but it is never too late to start playing. The game, like many Role-playing (RPG) games has a full immersion in gaming. AllGame staff continues to play it.
Guild Wars is perfect for playing alone or with friends.
At AllGame you can find reviews on Guild Wars, gameplay videos, screenshots of the game and other Role-playing (RPG) representatives.
This section tells the history of the world of Guild Wars
Across Tyria, the human kingdoms are under attack by the vicious Charr. As a young hero caught between the powerful will of King Adelbern and the rebellious Prince Rurik, you are called upon to defend humanity. Will you become an instrument of the ancient prophecy or be crushed beneath it? Rally your strength and the power of your guild to establish your legend.
Guild Wars in the test - great online role-playing game with no basic fee
Update: With the inspection visit from January 2006 we upgrade the game, you can read more about this from the chapter inspection visit in this text. Also note the changes to the rating box.
Protection spells fly through the air, for almost a minute excited chattering fills the team chat with the optimal tactics. Then the huge stone portal opens - time is running out. At the end of the ten minutes, the altar stone in the middle of the map must belong to us. The opposing team: four warriors, two magicians, two healers. A good lineup, but to crack. The healers are the first targets. Only when the boys are busy saving their own lives instead of those of their comrades can our team eliminate the other enemies. Fireballs roar through the air, blades whir, the first adversaries lie on the ground. But then one of the monks falls, our life points drop rapidly. Kyra Eisenklinge, swordswoman and substitute doctor, sneaks off through canyons, reaches the dead healer and brings him back to life. Together they chase to the altar. While Kyra covers the monk's back, he picks up the comrades again. At the last second they conquer the altar. Victory!
The scenario is similar to the multiplayer variant "Team King of the Hill" known from shooters? That is exactly what it is. The difference is that this was a player-versus-player (PvP) fight in Guild Wars, an online role-playing game that is actually none. Not just because, unlike World of War, it doesn't cost monthly fees.
Diablo 2 in 3D
Guild Wars uses numerous mechanisms (character creation, level advancement, PvP, party formation) of the online role-playing genre. But behind it hides a graphically updated 3D version of Diablo 2, as it is played in Battlenet - without being a plagiarism.
For a better understanding: In World of WarCraft you will find a coherent world in which you will meet other players with whom you can spontaneously gather to parties. In Guild Wars, however, every snippet area, every adventure consists of a so-called instance. Only you, your party and otherwise only monsters or peaceful NPCs are in it. You will only find human colleagues in the sometimes larger, sometimes smaller settlements that are comparable to the Battlenet lobby of Diablo 2. Small difference: In the Guild Wars settlements, you can not only put together groups, but also trade goods and equipment and accept quests. If you don't feel like team play, you can hire followers for free. These are game-controlled comrades-in-arms who follow you wordlessly and do their job quite well. If you bite the grass, the healer follower Alesia will definitely bring you back to life. At higher levels, however, even the smartest NPCs fail.
Guild Wars distinguishes between two types of quest: primary and secondary. You do not have to accept the former, but simply start in the settlements - by clicking on a button. You can get the latter from NPCs in the settlements or the instances.
During your travels you not only explore new, graphically complex breathtaking landscapes, but also always find new cities and smaller settlements, which are then listed on the large world map. As soon as a new location appears, one click is enough and your character will be teleported there. However, the sober teleportation process always disturbs the harmony of the atmospheric world. Despite the instances, the world of Guild Wars runs on a vast, interconnected server network. If there are suddenly too many players in a settlement, another is created in parallel, a so-called district. There are sometimes up to 30 identical versions of large locations - only with other players in them. If you have made an appointment with friends, you have to go to the same district as your comrades via the menu to get there.
Guild Wars gives you two options to create a hero: First, you can create a level 20 character with a few clicks, but you can only use it in the PvP areas.
Second, you can create an RPG character that takes you to level 20 through adventure. First, choose from six classes: Ranger, Warrior, Monk, Mesmer (Illusionist), Elementalist or Necromancer. But soon NPCs will make you aware that it's time for a secondary class. For example, you can combine warriors with monks or elementalists with necromancers. Each class has its own skills that you learn in quests or buy from trainers. Your arts also depend on attributes. As a warrior you will learn ax, hammer and sword attacks. If you want to be a blade hero, increase the value for "Sword". Great: Then find a strong hammer, simply lower the "sword points" and increase your hammering skills.
You do not have access to all skills at all times. Before entering an instance or PvP battle, you must choose eight out of a maximum of 150 skills. Brooding is necessary: »We have a monk on the team. So I could do without healing spells and take more blade arts with me instead? ”That brings tactics into the fighting.
You can read the complete test for the sales version of Guild Wars in GameStar issue 07/2005 or online in the issue archive as a pdf.
An already very good game has gotten even better thanks to permanent (free) work by the developers: more balance, more comfort, more motivation. We will reward you as a reward!
A number: 35. Since the start of Guild Wars on April 28, 2004, developer ArenaNet has pushed a whopping 35 updates for the online game. Some were simple patches to fix crashes or other problems, while others improved game balance by adjusting skills and related energy costs. And then there were the small and larger extensions: new reward system, new areas, new opponents, new items.
Guild Wars is now, seven months after its release, not fundamentally different from the beginning, but has become an even rounder, even better program. We appreciate this not only with this article, which presents the biggest and best changes in more detail, but also with an upgrade.
Blast furnace of sadness
Just a few months ago, on September 7th, ArenaNet gave players two major new instances (the blast furnace and Grenth's footprints) with the free blast furnace addon. The high-level areas are both in the trembling peaks.
Anyone who goes there will find 17 quests, which also hide four fresh film sequences. As usual, your character as the leader of a hero party takes the lead in these scenes. Extremely strong specimens of the well-known stone summit dwarfs lurk in the two instances. The bosses of this tribe drop special (green marked) weapons that were previously not available in the game.
With the addon, ArenaNet not only delivered new opponents in the snow-covered trembling peaks, but also packed the reason for a new journey through the Guild Wars world for veterans with the five so-called titan quests (Start: Droknars Schmiede).
But there is much more to the blast furnace than just an expansion of the site. The developers have come up with a few subtleties, especially for guilds. Teams can now invite guest players - ideal for testing a guild candidate. However, a test phase of eight hours costs the team 100 gold. Likewise, it now costs 100 gold to permanently recruit a new member. Wonderful in guild battles: Message windows inform the team when attackers have invaded their own base and are attacking the guild master. The main NPC on the battlefield is now much more resistant.
In the course of the Guild Wars World Championships, which started on October 1, ArenaNet changed the opponent search system, among other things. Previously, the goal was to send teams into a fight as quickly as possible, regardless of the position in the ladder the teams were in, now guilds of equal rank are found. Disadvantage: This can sometimes take a while. Advantage: The battles are fairer.
A great idea from the development team is the Balthasar rewards. In player-versus-player battles, players now earn Balthasar points when they win. With it (and with a little bit of gold) you buy upgrades for weapons, runes or skills. The improvements captured in this way can only be used for pure PvP characters. That sounds negative, but it is not. So you can now make real killers out of the rather weak ready-made heroes.
Also great: With the Balthasar points, you can acquire any skill. So if you spend a lot of time collecting the bonuses, you can end up creating almost perfect characters in classes that you never played in normal story mode. Your heroes bred at level 20 do not benefit from what you have bought with Balthasar points.
At the beginning of the game, only raw materials were traded in the public system: players sold iron and coal to the NPCs, who then sold the stuff to other players at a slightly overpriced rate.
In the meantime, runes have also entered the product cycle. These armor upgrades can now be purchased in larger settlements (such as Löwenstein). As with raw materials, demand and supply determined the price. If many players have brought similar runes to the retailers, they are automatically offered for sale cheaper. Particularly rare specimens such as the "warrior rune of superior absorption" still cost substantial sums of up to 100 platinum. It is advisable to watch the fairly confusing trade chat of the players in order to get the piece cheaper.
No monthly fees
ArenaNet has been constantly tinkering with the game over the past few months, continuously improving it and increasing motivation. Additional events such as PvP extreme weekends, Halloween specials or the current World Cup (with grand finale in Taipei) keep the players on the ball. The peculiarity of it is: Guild Wars remained free up to the initial purchase price. Our concerns that this would probably change have not been borne out. In spring 2006, the first purchase addon will appear, with new classes (including the Assasinen) and a new story.
We gathered the finest game reviews for you to have a better idea of the Guild Wars
Guild Wars: Prophecies - game review
The review was based on the PC version.
Arena.Net - a company that until recently hardly heard of, was founded on the basis of former Blizzard Entertainment employees who have had such hits as Warcraft , Starcraft , Diablo and creating Battle.Net online games - entered the developers market with a powerful blow knocking out the competition . Having extensive experience in creating online games and following a voice of reason, they created a game that, despite many attempts, could not be pigeonholed into a particular genre. Of course, I 'm talking about Guild Wars , a game that is at least controversial in the MMORPG players environment. Guild Wars innovation is primarily about trying to eliminate the least pleasant part of online RPGs, namely "grind". Of course, it's about killing monsters for hours just to go to the next level (otherwise we will be too easy loot). The ability to attack / kill players was also abandoned (or rather limited to special arenas and tournaments) and the classic model of using skills was completely changed - instead of having several dozen of them, a player on a mission / tournament can take only 8 of about 150 available to his characters. This approach introduced an element of tactics, and thanks to a good balance of skills of individual classes, the possibility of creating an "over-character" that could kill everything in its path was eliminated.
Trying to escape the classic MMORPG model, the developers from Arena.Net have created some interesting solutions and, unfortunately, also new models of "drudgery". Interesting things are quests and missions, minimizing traditional "fed-ex" tasks (bring / bring) and "for 5 xxx I will give you yyy and experience." The missions themselves form the core of an interesting story, and side quests complement it perfectly. Because the system of quests is dynamic, our actions and the way in which certain quests are completed affect subsequent tasks. An example given by Gaile Gray - Community Relations Manager: if a given quest is to save a group of NPCs, then in later tasks this group may reappear in numbers depending on the results of our past actions. This element, unfortunately, is not yet very noticeable, but I hope that subsequent updates and extensions will use it.
By repairing the classic model of gaining experience and escaping the grudge, delevopers limited the maximum level of characters to 20. Many network discussions (to put it mildly) have already taken place and nobody could prove the superiority of setting the maximum level at 100 from the version from Guild Wars . The advantage is definitely one - you do not have to play for months to have a character at the maximum level, and what's more, the real game only starts then. A significant part of the areas and missions in terms of difficulty is intended for 6-8 person teams of 20-level characters. Most riders will ask, why go through missions when you already have the maximum level? Well, the experience of the character increases further, but instead of getting level 21 we gain a skill point. For this point (and some money) we can learn one skill from the trainer. Another method of expanding the range of skills available to us is by performing side quests (initially skills, as well as other things such as runes or weapon components are blocked and we unlock them during the game - more specifically in a moment). In turn, to acquire elite skills, we must first kill the boss, and only from his corpse extract this skill. And this brings us to another aspect of Guild Wars , rare in other games ... updates.
Updates are very frequent. As of today, from the day of the world premiere (i.e. for less than two months) there were nine of them. And they don't just concern minor errors like "boss in xxx should be green and it's blue". Developers have designed the entire game so flexibly that they are able to change even very complex elements, e.g. the previously mentioned elite skills acquisition. Until the update, to acquire such a skill had to be in the fight, immediately after the boss used it, use the signet ring to "catch" it. This was troublesome (sometimes even very much, and in the case of several skills even prevented them from being acquired). The change, suggested by the players, had a very positive impact on this aspect of the game, eliminating most of the drudgery from it. Arena.Net listens to players' opinions with admirable enthusiasm and prepares new corrections. What's more, the updates are completely trouble-free - after starting the game checks if there is a newer version and possibly downloads sensitive files. The rest is downloaded as needed while playing.
I have not mentioned yet one very important feature of Guild Wars , namely Player versus Player competitions. Some players decided to buy the game only because of it. There are several duel modes available: four-in-four arenas, the tournament system of eight-member teams with the main Hall of Heroes arena, and the title guild duels (eight out of eight). When creating characters for PvP (RPG characters also have access to games between players, PvP characters are limited only to them) we can use ready-made templates presenting the entire cross-section of possible characters or create your character based on the skills unlocked in the RPG part. And here there are negative voices (and rightly so) from players expecting "immediate action" that Arena.Net has changed the classic drudgery to a version of unlocking more things to have complete freedom in creating the character. It was under the influence of such votes that the system for acquiring elite skills was changed and the ever-growing demand for experience was blocked (now, to reach the next skill point, after reaching level 20, you need a maximum of 20 thousand experience points). The system of unlocking normal skills and runes will probably also change, but it's hard to predict when and what form it will take. An interesting, already announced option will be the ability to watch duels of the top 10 guilds.
Another unusual feature for online games that has found its way into Guild Wars is the toll system. The cost is one-off (when buying a game), and the game itself is unlimited in time and monthly fees. The creators have already announced systematic (every 6-9 months, the first planned for mid-2006) additions called chapters, expanding the list of skills, adding new regions and new history, new PvP gameplay options. More importantly, their purchase will be optional. This means that we will not be forced to buy them to continue playing, we will simply be able to play in the area available in the chapters we previously purchased.
From the technical side, Arena.Net has set the bar very high. Both graphics and sound are at the highest level, to the extent that we leave the game turned on just to listen to the soundtrack, or make screenshots that look like photos. The variety of regions found in the game (from ice lands, through the jungle, deserts to infernal islands) pleases the eye all the time and encourages you to continue exploring the world of Guild Wars . Owners of weaker equipment have not been forgotten either. After limiting the graphics options, we can enjoy a smooth game also on equipment from the lower market segment.
In my opinion, the most interesting part of the game are the previously mentioned Player versus Player games in both the tournament and guild against guild. They require team mapping, tactical thinking skills, division into roles in the team (most of the best guilds use voice contact with other players) and strategic planning of the whole team's capabilities, not just "maxing" their character. Of course, this is not enough, you also need reflexes and the ability to react quickly to changes and adapt to your opponent's tactics. Adding to the fact that the ladder of tournament duels also include games of six teams of eight, we have a picture of the fun that awaits us in PvP mode. To fully understand this, you need to get to the Hall of Heroes and win them several times in a row. Then at the thought of it being three at night and in a few hours you have to go to work, only one sentence appears in the mind: "if I play one more round, nothing will happen" :).
I am happy to finish this review with the thought that I will immerse myself in the fantastic world of Guild Wars . What do I wish you?
Andrzej "Makonde" Fediuk
Screenshots will help you evaluate the graphics and gameplay of Guild Wars.
But that's not all! We also carefully prepared the best strips from Guild Wars.
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